20 commentaires
One of the most frightening game experiences ever that will make you keep the lights on next to your bed. Great storyline with a romantic, horrific, and ironic plot. Fans of the original Resident Evil will be in for a surprise of a returning character! Not to mention that the voice-acting have drastically improved over the previous of the series. Don't miss out on the best of the series.
- shadowolf2k
- 25 mars 2001
- Permalien
Let me just start by saying that Resident Evil: Code Veronica is a great game that may have been released a bit ahead of its time. And in allowing me to explain that, let's go back in history to the early 2000s.
Capcom has just released RE3 for PlayStation, while another group is working on what is then considered a 'sidestory' for Sega called RE: Code Veronica. Despite that, the series producer has ambitious plans for it: he uses the development time and Dreamcast hardware to their fullest to deliver a game a year later that has some great innovations and fresh story ideas. So much so that this 'small project' is considered by many to be superior than the official threequel. It happens. The Lion King was supposed to be a little movie to keep Disney's 'team B' busy, while 'team A' would knock it out of the park with Pocahontas. However, history decided otherwise.
It's no secret that technological innovations can come in quick succession. Barely two years later, the same company and producer release a remake of the first game on the GameCube. It features nearly photorealistic graphics, genuine shocks, much improved voice acting and an amazingly creepy sound design. It was a technological leap that is almost mind-boggling. Within 6 years, the series had matured into a realistically looking interactive horror movie that made the previous four games almost look like an animé comic book by comparison.
RE:CV was released just prior to that revolution, right before I got hooked on the series with said remake which I thoroughly loved. l took it upon myself to play the rest of the series as well, and despite signs of ageing, there was enough to like in the earlier installments. Especially RE:CV made good use of a 3D-engine that allowed more camera movements instead of just static angles, and a bold new direction in story. But still, how would it have been had it debuted on the GameCube?
With a new direction comes a change in surroundings. Producer Shinji Mikami (always good for a major revolution within the series) decided to leave the familiar environment of Raccoon City, and injected the game with influences from European gothic horror. We end up in places that look like concentration camps, airfields and Antarctic research bases, which contrast pleasantly with lush palaces and private mansions in Louis XIV style. As with any good RE game, the surroundings almost become a character in their own right.
Most previous RE games weren't too heavy on narrative, with most of the story told through scattered files and the occassional cutscene. However, CV is a genuine operetta of plot, drama and scripted events, with a corporate power struggle, betrayal and a lot of family drama at the very heart of it. It features some familiar faces, old enemies, but it introduces one of RE's most notorious villains, Alfred Ashford. This maniac and his disgraced family tend to turn up at unexpected moments in the story to hunt you down, which provides the game with welcome moments of adrenalin-pumping tension whenever the traditional shocks or jump scares falter a bit. Diving into the mad history of the Ashfords fuels the entire story, where you get unexpected help from time to time, leading to a shocking third act that plays the emotions like a beautiful but tragic symphony.
The story alternates its focus between siblings Claire and Chris Redfield, which perfectly supports a nice change in gameplay. RE2 already experimented somewhat with a complementary A and B scenario, but in RE:CV, what happens in one storyline directly and indirectly affects the other. Great use is made of this in the location design: Claire may be able to access some areas and not others, but due to story progression and scripted events, the maps can be completely different in Chris' scenario, which makes the mandatory back-tracking a lot less tedious.
For the rest, not too much has changed. Zombies, Cerberus dogs and Hunters and are still the main enemy, with an occassional new creature (like those pesky yellow Bandersnatches) just begging to be put out of its misery by a blast from your shotgun. The horror game clichés are still pretty much adhered to: vital objects just "happen" to be in a corner of a room full of corpses that just "happen" to wake up when you grab it, and rooms that you've cleared are suddenly sprawling with undead life when you need to revisit them. Every now and then, there is a boss fight that forms a good challenge, but I only found the one in the back of the plane and the one in the finale to be genuinely memorable. Fortunately, the game's creepy score is top-notch, and one of the reasons why you're sometimes afraid to proceed.
As I said, this game is easily the best-looking of the first four RE games, but knowing that there was a graphical revolution just two years away, that makes CV paradoxically having aged a bit worse than the games that came before it. It is just too bad that this game couldn't also benefit from that amazing graphical overhaul that the remake got. If it had, it would have played and looked really amazing.
Although not my favorite installment in the series, I have to admit that this is one that stuck with me. I have played it at least three times to relive that descent into the Ashford family's madness, and I recently even downloaded and played it on the PS4, so I guess that makes it a memorable one, despite its limitations. And who knows? Now that RE2 and RE3 have gotten a full HD reimagination, we may expect something like that for RE: CV as well. I await it patiently...
Capcom has just released RE3 for PlayStation, while another group is working on what is then considered a 'sidestory' for Sega called RE: Code Veronica. Despite that, the series producer has ambitious plans for it: he uses the development time and Dreamcast hardware to their fullest to deliver a game a year later that has some great innovations and fresh story ideas. So much so that this 'small project' is considered by many to be superior than the official threequel. It happens. The Lion King was supposed to be a little movie to keep Disney's 'team B' busy, while 'team A' would knock it out of the park with Pocahontas. However, history decided otherwise.
It's no secret that technological innovations can come in quick succession. Barely two years later, the same company and producer release a remake of the first game on the GameCube. It features nearly photorealistic graphics, genuine shocks, much improved voice acting and an amazingly creepy sound design. It was a technological leap that is almost mind-boggling. Within 6 years, the series had matured into a realistically looking interactive horror movie that made the previous four games almost look like an animé comic book by comparison.
RE:CV was released just prior to that revolution, right before I got hooked on the series with said remake which I thoroughly loved. l took it upon myself to play the rest of the series as well, and despite signs of ageing, there was enough to like in the earlier installments. Especially RE:CV made good use of a 3D-engine that allowed more camera movements instead of just static angles, and a bold new direction in story. But still, how would it have been had it debuted on the GameCube?
With a new direction comes a change in surroundings. Producer Shinji Mikami (always good for a major revolution within the series) decided to leave the familiar environment of Raccoon City, and injected the game with influences from European gothic horror. We end up in places that look like concentration camps, airfields and Antarctic research bases, which contrast pleasantly with lush palaces and private mansions in Louis XIV style. As with any good RE game, the surroundings almost become a character in their own right.
Most previous RE games weren't too heavy on narrative, with most of the story told through scattered files and the occassional cutscene. However, CV is a genuine operetta of plot, drama and scripted events, with a corporate power struggle, betrayal and a lot of family drama at the very heart of it. It features some familiar faces, old enemies, but it introduces one of RE's most notorious villains, Alfred Ashford. This maniac and his disgraced family tend to turn up at unexpected moments in the story to hunt you down, which provides the game with welcome moments of adrenalin-pumping tension whenever the traditional shocks or jump scares falter a bit. Diving into the mad history of the Ashfords fuels the entire story, where you get unexpected help from time to time, leading to a shocking third act that plays the emotions like a beautiful but tragic symphony.
The story alternates its focus between siblings Claire and Chris Redfield, which perfectly supports a nice change in gameplay. RE2 already experimented somewhat with a complementary A and B scenario, but in RE:CV, what happens in one storyline directly and indirectly affects the other. Great use is made of this in the location design: Claire may be able to access some areas and not others, but due to story progression and scripted events, the maps can be completely different in Chris' scenario, which makes the mandatory back-tracking a lot less tedious.
For the rest, not too much has changed. Zombies, Cerberus dogs and Hunters and are still the main enemy, with an occassional new creature (like those pesky yellow Bandersnatches) just begging to be put out of its misery by a blast from your shotgun. The horror game clichés are still pretty much adhered to: vital objects just "happen" to be in a corner of a room full of corpses that just "happen" to wake up when you grab it, and rooms that you've cleared are suddenly sprawling with undead life when you need to revisit them. Every now and then, there is a boss fight that forms a good challenge, but I only found the one in the back of the plane and the one in the finale to be genuinely memorable. Fortunately, the game's creepy score is top-notch, and one of the reasons why you're sometimes afraid to proceed.
As I said, this game is easily the best-looking of the first four RE games, but knowing that there was a graphical revolution just two years away, that makes CV paradoxically having aged a bit worse than the games that came before it. It is just too bad that this game couldn't also benefit from that amazing graphical overhaul that the remake got. If it had, it would have played and looked really amazing.
Although not my favorite installment in the series, I have to admit that this is one that stuck with me. I have played it at least three times to relive that descent into the Ashford family's madness, and I recently even downloaded and played it on the PS4, so I guess that makes it a memorable one, despite its limitations. And who knows? Now that RE2 and RE3 have gotten a full HD reimagination, we may expect something like that for RE: CV as well. I await it patiently...
This game ranks above all so far. I had the honor of playing mine on PS2 so the graphics were really good. The voice acting was above standard. The difficulty level is just right. Wesker has to be the best characters in the RE series in my opinion. The story amazed me and took many different twist that I wasn't expecting. The only rating this game deserves is great.
Resident Evil is one of the most popular video game series of all time for a number of reasons, not least among which is the somewhat non-linear structure of play. Although certain items have to be found before other areas can be explored, that's literally the extent of linearity in this game. As a result, the replay value, while not as great as some other games, is incredible. Another contributing factor to the replay value is that Capcom, in their infinite wisdom, decided that between a shorter game and one that makes the player feel as if there is no way to win, the shorter game is preferable. Not that this is much of a factor where Code Veronica is concerned. This game is long. Longer than Titanic, longer than The Godfather Part II, this is one piece of televisual entertainment that you cannot easily get tired of. It is also of substantially better quality than just about anything that the rest of the video game industry has cranked out lately. That, in and of itself, does not make it a perfect game, but it is oh so very close.
Unlike previous entries in the series, the game only offers one path through the myriad of mazes. This limits the replay factor somewhat compared to Resident Evil 1 and 2, but this is an aside. Compared to some other video games that lose all their thrill as soon as one completes them, Code Veronica is like the classics of old, such as Jumpman or Impossible Mission. Flawed in their own ways, but still the preferred choice. Unlike Jumpman or Impossible Mission, however, Code Veronica grips the player in this almost unshakable manner because of its storyline. Indeed, once one has grown tired of fighting the nth zombie or Hunter, the thing that keeps the player going is anticipation of the next cutscene. Indeed, it is this anticipation that keeps the player playing in spite of some flawed moments such as a trap that can instantly kill your character and send you right back to the start, or programmers getting a little too enthusiastic with the mutant spawn.
The voice acting is, as you might expect, terrible. Half the lines sound as if they were recorded through a public address system. I don't know who delivered Steve Burnside's dialogue, but he alternates between sounding seventeen and seven years old, often within the same line. Richard Waugh, on the other hand, absolutely shines as the voice of Albert Wesker. Bringing to mind images of a not-so-friendly David Bowie, the voice-over is totally consistent with the character - smooth, calm, totally in control. It's just a shame that the character models in the game do not even come close to being in sync with their voiceovers. Not that this is terribly important in a video game, but it does distract at times. Nonetheless, a quick listen to all the cutscenes will leave one in little doubt as to why Waugh is one of the few alumni of the Resident Evil series to have attained any work outside of video games.
The gameplay, aside from the aforementioned moments when the programmers got carried away with traps or icky blob monsters, is fairly smooth. Getting used to the way characters in the Resident Evil games move is a little time-consuming, but the investment of time is well worth it. The real meat of a Resident Evil game, as any player will tell you, is inventory management. Throughout the game, one only has a small number of spaces to put items in, and one must constantly balance between two elements. These being pieces of the puzzle and weapons. Yes, the monsters encountered often resemble a cavalcade of B-movie escapees, but often the fun comes from discovering their origins. I don't think it is really revealing anything to say that the games wear their Night Of The Living Dead influence on their sleeve, anyway. Counting all the B-movie influences to be found in this Resident Evil is almost as much fun as playing the game.
If I were giving Resident Evil: Code Veronica X a score out of ten, it would be nine. Some of it is less fun than the player has a right to expect, while most of it is so much more than the competition has delivered in the past ten years. Those new to the series might be better off getting an old copy of the PlayStation or PC versions of the original, but for those who are somewhat familiar with the Resident Evil universe, this is pure gold.
Unlike previous entries in the series, the game only offers one path through the myriad of mazes. This limits the replay factor somewhat compared to Resident Evil 1 and 2, but this is an aside. Compared to some other video games that lose all their thrill as soon as one completes them, Code Veronica is like the classics of old, such as Jumpman or Impossible Mission. Flawed in their own ways, but still the preferred choice. Unlike Jumpman or Impossible Mission, however, Code Veronica grips the player in this almost unshakable manner because of its storyline. Indeed, once one has grown tired of fighting the nth zombie or Hunter, the thing that keeps the player going is anticipation of the next cutscene. Indeed, it is this anticipation that keeps the player playing in spite of some flawed moments such as a trap that can instantly kill your character and send you right back to the start, or programmers getting a little too enthusiastic with the mutant spawn.
The voice acting is, as you might expect, terrible. Half the lines sound as if they were recorded through a public address system. I don't know who delivered Steve Burnside's dialogue, but he alternates between sounding seventeen and seven years old, often within the same line. Richard Waugh, on the other hand, absolutely shines as the voice of Albert Wesker. Bringing to mind images of a not-so-friendly David Bowie, the voice-over is totally consistent with the character - smooth, calm, totally in control. It's just a shame that the character models in the game do not even come close to being in sync with their voiceovers. Not that this is terribly important in a video game, but it does distract at times. Nonetheless, a quick listen to all the cutscenes will leave one in little doubt as to why Waugh is one of the few alumni of the Resident Evil series to have attained any work outside of video games.
The gameplay, aside from the aforementioned moments when the programmers got carried away with traps or icky blob monsters, is fairly smooth. Getting used to the way characters in the Resident Evil games move is a little time-consuming, but the investment of time is well worth it. The real meat of a Resident Evil game, as any player will tell you, is inventory management. Throughout the game, one only has a small number of spaces to put items in, and one must constantly balance between two elements. These being pieces of the puzzle and weapons. Yes, the monsters encountered often resemble a cavalcade of B-movie escapees, but often the fun comes from discovering their origins. I don't think it is really revealing anything to say that the games wear their Night Of The Living Dead influence on their sleeve, anyway. Counting all the B-movie influences to be found in this Resident Evil is almost as much fun as playing the game.
If I were giving Resident Evil: Code Veronica X a score out of ten, it would be nine. Some of it is less fun than the player has a right to expect, while most of it is so much more than the competition has delivered in the past ten years. Those new to the series might be better off getting an old copy of the PlayStation or PC versions of the original, but for those who are somewhat familiar with the Resident Evil universe, this is pure gold.
- mentalcritic
- 13 mai 2005
- Permalien
I just can't believe that these games can get so much better, but they do. Unfortunately I had to rent a Dreamcast to play it, but even though I did beat it I can't wait to buy it for PS2. This is the only series of games that I must own all of them even if I have beaten them many times over. I hope they never stop making this type of game even if the series must come to an end.
I recently purchassed the very underrated Dreamcast and went off into town to find some games to use them on. I bought Soul Calibur (A classic) and then i stepped across the domain of Resident Evil Code Veronica. I have Resident Evil 1 & 2, and have played Res Evil 3 numerous occasions, and i have been impressed with all of them, especially no.1 which has to go down in history has a classic.
But none of them 3 come anywhere near to the dreamcast attempt of Brilliant Gory Gameplay. If its just for the sake of buying a dreamcast for this game it is worth every moment of your time and effort, ive never been so enthralled over a computer game in the way this has enthralled me.
Anyway, the story carrys on from the 2nd story in which Claire Redfield searches for her Brother (Chris - from the 1st story), who is presumed missing under the conspiracy of the dreaded umbrella corporation. Little is known about this corporation except the fact that you though you destroyed them 3 times in the previous storys.
So aiding Claire, with the assistant of super brat Steve, u must unlock the truth of the real location of your brother. The 2nd CD enables you to control Chris, thats if you manage to get that far without running out of the room in fear.
The control are very slick and the movement of the characters are magnificently realistic, when the character notices danger, he/she faces the direction it is coming from. PURE GENIUS!!
Overall i gave this game 10/10 because it is simply the game of the year, game of the decade and the best game in the world full stop!!. Please purchase this game as soon as possible.
But none of them 3 come anywhere near to the dreamcast attempt of Brilliant Gory Gameplay. If its just for the sake of buying a dreamcast for this game it is worth every moment of your time and effort, ive never been so enthralled over a computer game in the way this has enthralled me.
Anyway, the story carrys on from the 2nd story in which Claire Redfield searches for her Brother (Chris - from the 1st story), who is presumed missing under the conspiracy of the dreaded umbrella corporation. Little is known about this corporation except the fact that you though you destroyed them 3 times in the previous storys.
So aiding Claire, with the assistant of super brat Steve, u must unlock the truth of the real location of your brother. The 2nd CD enables you to control Chris, thats if you manage to get that far without running out of the room in fear.
The control are very slick and the movement of the characters are magnificently realistic, when the character notices danger, he/she faces the direction it is coming from. PURE GENIUS!!
Overall i gave this game 10/10 because it is simply the game of the year, game of the decade and the best game in the world full stop!!. Please purchase this game as soon as possible.
This is one of the best of the series, ranking up there with Resident Evil 3: Nemesis (Or Biohazard: Last Escape) The game has a very good storyline in which you play as Claire Redfield in the search for her brother,Chris Redfield (Whom you probably know from the original Resident Evil) It is as scary as the other Resident Evil, and contains alot more cutscenes.
My Rating: **** out of ***** Stars (Rating based on comparison to other videogames)
My Rating: **** out of ***** Stars (Rating based on comparison to other videogames)
- TERMINATOR180
- 16 févr. 2002
- Permalien
Resident Evil:code veronica is a great well made video game,it has great graphics,very comfortable controls,a great storyline and high fun factor.The storyline to this is Claire Redfield gets taken to an island for trespassing on Umbrella grounds,and reaking havoc at they're main lab while looking for her brother.Code veronica's graphics are very good,the fire and rain effects are great looking.The controls are comfy,but the button pattern doesnt fit the Dreamcast control,makeing it hard to get used to.Its still fun going around some wierd disturbing place,shooting the guts out of zombies.Code:veronica also has a little bit of "Romance" between the two main characters.You also get to play as Chris Redfield,from Resident Evil 1.The sound in this game is better than ever,for example,even though I hate the new feature,When the giant spiders crawl,they're feet make a disturbing scampering sound,and the guns sound alot more realistic.Great graphics,outstanding story,comfy controls,and realistic sound makes Resident Evil Code:Veronica a definite loved. I give it a 10 out of 10.
- Lando_Hass
- 9 mars 2002
- Permalien
- jutinjustice
- 23 mai 2020
- Permalien
Three months after the terrible incident in Raccoon City, Claire Redfield is now working as a secret agent whom is bent on destroying everything of the Umbrella Corporation and is also in search of her missing brother Chris. While in Paris trying to destroy an Umbrella lab, she got caught then sent to a prison island in South America where she is being held for trespassing. However the T-Virus has broken out on the island turning the employees into zombies and unleashes mutant beings that are loose. Now she escapes from her cell as she joins up with a boy named Steve as together they must battle the undead and other monsters to find a way to escape the island to head to the main Umbrella lab in the Arctic where a hidden lab from Umbrella is there and Chris is also looking for her.
An exciting if quite long yet challenging installment of the franchise! here you play as Claire and Chris in this game. The graphics are very impressive using polygon 3-D with realism in nice details, wonderful environments, cool monsters and zombies and more weapons. The cut-scene cinemas are terrific and the voice acting isn't half-bad, however this game does require brains and some of the puzzles are a bit on the weak side.
It's scary as hell and sure to be enjoyable for fans of the series.
An exciting if quite long yet challenging installment of the franchise! here you play as Claire and Chris in this game. The graphics are very impressive using polygon 3-D with realism in nice details, wonderful environments, cool monsters and zombies and more weapons. The cut-scene cinemas are terrific and the voice acting isn't half-bad, however this game does require brains and some of the puzzles are a bit on the weak side.
It's scary as hell and sure to be enjoyable for fans of the series.
- TalesfromTheCryptfan
- 20 janv. 2009
- Permalien
I'm not the biggest fan of this one but.
- Positives
- Cons
- brennenearl
- 25 sept. 2019
- Permalien
Finished this for the first time recently in the month of June 2022 on the Dolphin Emulator with up-scaled resolution at 1440p. Story wise it's okay. New Players will be reminded of the earlier classic RE series such as 2 & 3 in terms of gameplay mechanics, the UI system, Inventory System etc. Highly recommend this if you're a passionate RE fan.
- WarMovieCollector
- 24 juil. 2022
- Permalien
RE CV is the worst RE game in my opinion and not just that, the worst game ever made, trash story, trash villains, lame boss fights, Steve is garbage and is so damn hard I can't finish it, I wish I never tried it, the worst game ever, Resident Evil 6 is much better and is a masterpiece!
- socalicimarius
- 12 nov. 2020
- Permalien
The Resident Evil series just keeps getting better and better! As a long-time Resident Evil fan, I bought a Dreamcast only to play Code Veronica, because I couldn't bear not playing my beloved RE. And let me tell you, it was well worth the money. It has more gore, more scares and the acting has gotten A LOT better than the previous games, with the exception of Steve Burnside. The gameplay and graphics are awesome! If your an Resident Evil fan, then this game is a must for you!
- christy-30
- 4 nov. 2000
- Permalien
Despite it's short life-span Sega Dreamcast was still a remarkable system that gave way to a true sequel to Resident Evil 2 and the third official entry in the franchise instead of another spin-off like Resident Evil 3.
Two months after the Raccoon City incident, Claire Redfield is captured after breaking into an Umbrella facility in search of her brother, Chris. Consequently, she is imprisoned on an Umbrella facility on Rockfort Island. Unfortunately, a then unknown organization attacks, releasing the T-Virus and causing another outbreak. Now, accompanied by prisoner Steve Burnside, she must escape. Concurrently, Chris Redfield receives word that Claire is in danger and sets out to rescue her.
The story is much stronger this time, centered around more than merely survival and battling Umbrella. Family is a central theme, due to Claire and Chris searching for each other and finally being reunited. Plus, despite being villains, Alfred and Alexia still genuinely care for each other and Alfreds madness was a tragic result of being separated from his sister for so long and learning the horrible truth behind their birth. The characters are complex and there's great voice acting. Chris Redfield returns as a playable protagonist for the first time since RE1 for the second half of the game. Alfred is the batshit insane commander of Rockfort Island, and the antagonist for the first half of the game with his hamminess, flamboyancy and crossdressing. Finally, longtime villain, Albert Wesker unexpectantly returned to seek revenge on Chris.
As I mentioned before, Code Veronica helped place the franchise into a whole new world built almost from the ground up. Instead of pre-rendered backgrounds and fixed camera angles, the game had a fully rendered 3D environment and a dynamic camera that followed the player. All of the scenery looked amazing, like the burning and grisly ruins of Rockfort Island with glowing fires, and the highly sophisticated architecture of the Ashford palace and private house. The only downside is the distance fog that made combat difficult at times.
The horror aspect of the game has been amped up a bit from previous installments. You'll hear audible heartbeats during certain door or stair transitions and more frightening cinematic cutscenes introducing new enemies or bosses. The scenery was very disturbing, like Rockforts concentration camp and gore splattered torture dungeon inside the infirmary and the Gothic horror themed Ashford palace with a giant mutilated doll hanging from the ceiling. To top it all off, Alfred Ashford is the creepiest and most psychotic villain in the franchise except maybe Brian Irons.
The character models are smoother, better detailed, and more polished than ever. They even had lip syncing and facial expressions in non-fmv cutscenes. The enemy designs were improved too, like the Zombies and Cerberus having more detailed decomposed features and the Bandersnatches pulsating muscles. Everything looked great for the time.
The music was some of the best and creepiest in the franchise, like the panicked "Incoming" during sudden encounters, the Bandersnatches eerie, high-pitched theme, or the soft yet unnerving "Palace of the Insane". The boss themes were even better, like the tense and bombastic theme of the Tyrant T-078 aboard the plane, and Alexias's opera themed boss music that consists of vocalizations, encapsulating her haughty, noblewoman personality.
Despite its revolutionary graphics, the game had its flaws. The levels had confusing designs and layouts with a lot of backtracking involved, and importance placed on item management that could make Chris' segment harder or easier. All of this made CV one of the toughest entries in the series, at least among the classics. Plus, I think I speak for everyone when I say the game would have been better without Steve. He's obnoxious and practically useless, has an annoying, high-pitched voice, and a tendency to screw-up. He nearly made me want to rage-quit.
Still, in the end, Code Veronica was an awesome game and a very successful transition to full 3D for the franchise.
Two months after the Raccoon City incident, Claire Redfield is captured after breaking into an Umbrella facility in search of her brother, Chris. Consequently, she is imprisoned on an Umbrella facility on Rockfort Island. Unfortunately, a then unknown organization attacks, releasing the T-Virus and causing another outbreak. Now, accompanied by prisoner Steve Burnside, she must escape. Concurrently, Chris Redfield receives word that Claire is in danger and sets out to rescue her.
The story is much stronger this time, centered around more than merely survival and battling Umbrella. Family is a central theme, due to Claire and Chris searching for each other and finally being reunited. Plus, despite being villains, Alfred and Alexia still genuinely care for each other and Alfreds madness was a tragic result of being separated from his sister for so long and learning the horrible truth behind their birth. The characters are complex and there's great voice acting. Chris Redfield returns as a playable protagonist for the first time since RE1 for the second half of the game. Alfred is the batshit insane commander of Rockfort Island, and the antagonist for the first half of the game with his hamminess, flamboyancy and crossdressing. Finally, longtime villain, Albert Wesker unexpectantly returned to seek revenge on Chris.
As I mentioned before, Code Veronica helped place the franchise into a whole new world built almost from the ground up. Instead of pre-rendered backgrounds and fixed camera angles, the game had a fully rendered 3D environment and a dynamic camera that followed the player. All of the scenery looked amazing, like the burning and grisly ruins of Rockfort Island with glowing fires, and the highly sophisticated architecture of the Ashford palace and private house. The only downside is the distance fog that made combat difficult at times.
The horror aspect of the game has been amped up a bit from previous installments. You'll hear audible heartbeats during certain door or stair transitions and more frightening cinematic cutscenes introducing new enemies or bosses. The scenery was very disturbing, like Rockforts concentration camp and gore splattered torture dungeon inside the infirmary and the Gothic horror themed Ashford palace with a giant mutilated doll hanging from the ceiling. To top it all off, Alfred Ashford is the creepiest and most psychotic villain in the franchise except maybe Brian Irons.
The character models are smoother, better detailed, and more polished than ever. They even had lip syncing and facial expressions in non-fmv cutscenes. The enemy designs were improved too, like the Zombies and Cerberus having more detailed decomposed features and the Bandersnatches pulsating muscles. Everything looked great for the time.
The music was some of the best and creepiest in the franchise, like the panicked "Incoming" during sudden encounters, the Bandersnatches eerie, high-pitched theme, or the soft yet unnerving "Palace of the Insane". The boss themes were even better, like the tense and bombastic theme of the Tyrant T-078 aboard the plane, and Alexias's opera themed boss music that consists of vocalizations, encapsulating her haughty, noblewoman personality.
Despite its revolutionary graphics, the game had its flaws. The levels had confusing designs and layouts with a lot of backtracking involved, and importance placed on item management that could make Chris' segment harder or easier. All of this made CV one of the toughest entries in the series, at least among the classics. Plus, I think I speak for everyone when I say the game would have been better without Steve. He's obnoxious and practically useless, has an annoying, high-pitched voice, and a tendency to screw-up. He nearly made me want to rage-quit.
Still, in the end, Code Veronica was an awesome game and a very successful transition to full 3D for the franchise.
- MrPaull0324
- 22 janv. 2025
- Permalien
This is the first Resident Evil game for playstation 2.
The gameplay and sound are as all Resident Evil games excellent but this time the graphic has stepped up a notch.There are way more polygons than earlier and results therefore in a super smooth picture.
As all the other Resident Evil games this is scarier than any horror movie,and the story is also this time about the Umbrella companies deadly virus who is responsible for the zombies.
Go out and buy this and support the series,because a more entertaining game than this is hard to find.
The gameplay and sound are as all Resident Evil games excellent but this time the graphic has stepped up a notch.There are way more polygons than earlier and results therefore in a super smooth picture.
As all the other Resident Evil games this is scarier than any horror movie,and the story is also this time about the Umbrella companies deadly virus who is responsible for the zombies.
Go out and buy this and support the series,because a more entertaining game than this is hard to find.
- martymaster
- 29 nov. 2001
- Permalien
I have been a fan of the resident evil games since the first one and never bought one until now because of poor plot and poor script and voice acting. Those days are now dead due to Resident Evil Code Veronica. It is IMO a great example of what VG can be and where they can go in the area of suspense and horror. This is the first game that I have played that had the perspective of a real movie camera. It would pan, switch angles, and zoom in ways that didn't detract from gameplay but enhanced it. This game is far scarier that any horror flick I have seen in the past 10 years. Bravo to Capcom for allowing this level of quality.
- homework911
- 10 avr. 2000
- Permalien
After having played the new Playstation 2 version of this game (said to be identical to the Dreamcast version), I'm once again amazed that the Resident Evil series has gained so much popularity over the past five years. This game, like the previous two sequels, offers almost nothing new to what was a mediocre formula to begin with.
For starters, the new next-generation graphics are pretty underwhelming. Character models aren't nearly as impressive as in many other PS 2 games, and despite the move to real-time backgrounds, the camera is still mostly fixed in one position - usually an awkward position at that. The control is as unintuitive and clunky as ever; controlling a character feels more like driving a tank, and the bad camera angles couple with this to make fighting enemies more of a chore than any real fun.
Why the Resident Evil games are considered "horror" is anybody's guess. Play one of the Silent Hill games if you want REAL horror - Code Veronica is the usual collection of moaning zombies, B-movie mutants and "scares" that come mostly from things jumping out at you. What's worse is that you can usually predict when and where these "unexpected" thrills will happen - for example, say you pass through a suspiciously empty room, and then find a required item in the next area. You can bet that when you go back again, you'll be attacked by something.
Five years ago Resident Evil was a new and fresh idea, if not terribly well-executed. Flash ahead to the present, and Capcom is still pawning the same tired gameplay off on us and offering almost nothing fresh or innovative. The Playstation 2 has and will continue to be flooded with far, far better games than this one.
For starters, the new next-generation graphics are pretty underwhelming. Character models aren't nearly as impressive as in many other PS 2 games, and despite the move to real-time backgrounds, the camera is still mostly fixed in one position - usually an awkward position at that. The control is as unintuitive and clunky as ever; controlling a character feels more like driving a tank, and the bad camera angles couple with this to make fighting enemies more of a chore than any real fun.
Why the Resident Evil games are considered "horror" is anybody's guess. Play one of the Silent Hill games if you want REAL horror - Code Veronica is the usual collection of moaning zombies, B-movie mutants and "scares" that come mostly from things jumping out at you. What's worse is that you can usually predict when and where these "unexpected" thrills will happen - for example, say you pass through a suspiciously empty room, and then find a required item in the next area. You can bet that when you go back again, you'll be attacked by something.
Five years ago Resident Evil was a new and fresh idea, if not terribly well-executed. Flash ahead to the present, and Capcom is still pawning the same tired gameplay off on us and offering almost nothing fresh or innovative. The Playstation 2 has and will continue to be flooded with far, far better games than this one.
This game is almost impossible to see unless you're in a completely darkened room, it's slow, slow, SLOW.....it takes forever for something to "happen" and when it does it wasn't even worth the wait. I find the killing of animals disturbing, too, even though I know it's a game. I see no redeeming qualities in this game whatsoever. Kids under the age of 12 or 13 should not be allowed to play this at all. Adults shouldn't be subjected to this either, for that matter. We paid $40 for this travesty, it has 2 disks in it (WHY?!) and every time my son plays the darn thing I make sure I'm as far away as possible. Controlling your character is next to impossible, also, what's the deal with that? It takes a good 15 or 20 minutes to get used to moving around and by that time you've probably gotten eaten by something. Save your money and buy something a little more exciting.
- Eyes_of_Emerald
- 7 mai 2004
- Permalien